/**************************************************************************** ** ** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the QtOpenGL module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** No Commercial Usage ** This file contains pre-release code and may not be distributed. ** You may use this file in accordance with the terms and conditions ** contained in the Technology Preview License Agreement accompanying ** this package. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 2.1 requirements ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Nokia gives you certain additional ** rights. These rights are described in the Nokia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** If you have questions regarding the use of this file, please contact ** Nokia at qt-info@nokia.com. ** ** ** ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ /* When the active program changes, we need to update it's uniforms. We could track state for each program and only update stale uniforms - Could lead to lots of overhead if there's a lot of programs We could update all the uniforms when the program changes - Could end up updating lots of uniforms which don't need updating Updating uniforms should be cheap, so the overhead of updating up-to-date uniforms should be minimal. It's also less complex. Things which _may_ cause a different program to be used: - Change in brush/pen style - Change in painter opacity - Change in composition mode Whenever we set a mode on the shader manager - it needs to tell us if it had to switch to a different program. The shader manager should only switch when we tell it to. E.g. if we set a new brush style and then switch to transparent painter, we only want it to compile and use the correct program when we really need it. */ // #define QT_OPENGL_CACHE_AS_VBOS #include "qglgradientcache_p.h" #include "qpaintengineex_opengl2_p.h" #include //for memcpy #include #include #include #include #include #include #include #include #include #include #include #include "qglengineshadermanager_p.h" #include "qgl2pexvertexarray_p.h" #include "qtriangulatingstroker_p.h" #include "qtextureglyphcache_gl_p.h" #include QT_BEGIN_NAMESPACE //#define QT_GL_NO_SCISSOR_TEST #if defined(Q_WS_WIN) extern Q_GUI_EXPORT bool qt_cleartype_enabled; #endif extern QImage qt_imageForBrush(int brushStyle, bool invert); ////////////////////////////////// Private Methods ////////////////////////////////////////// QGL2PaintEngineExPrivate::~QGL2PaintEngineExPrivate() { delete shaderManager; while (pathCaches.size()) { QVectorPath::CacheEntry *e = *(pathCaches.constBegin()); e->cleanup(e->engine, e->data); e->data = 0; e->engine = 0; } if (elementIndicesVBOId != 0) { glDeleteBuffers(1, &elementIndicesVBOId); elementIndicesVBOId = 0; } } void QGL2PaintEngineExPrivate::updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform, GLuint id) { // glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); //### Is it always this texture unit? if (id != GLuint(-1) && id == lastTextureUsed) return; lastTextureUsed = id; if (smoothPixmapTransform) { glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } else { glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } glTexParameterf(target, GL_TEXTURE_WRAP_S, wrapMode); glTexParameterf(target, GL_TEXTURE_WRAP_T, wrapMode); } inline QColor qt_premultiplyColor(QColor c, GLfloat opacity) { qreal alpha = c.alphaF() * opacity; c.setAlphaF(alpha); c.setRedF(c.redF() * alpha); c.setGreenF(c.greenF() * alpha); c.setBlueF(c.blueF() * alpha); return c; } void QGL2PaintEngineExPrivate::setBrush(const QBrush& brush) { if (qbrush_fast_equals(currentBrush, brush)) return; const Qt::BrushStyle newStyle = qbrush_style(brush); Q_ASSERT(newStyle != Qt::NoBrush); currentBrush = brush; brushUniformsDirty = true; // All brushes have at least one uniform if (newStyle > Qt::SolidPattern) brushTextureDirty = true; if (currentBrush.style() == Qt::TexturePattern && qHasPixmapTexture(brush) && brush.texture().isQBitmap()) { shaderManager->setSrcPixelType(QGLEngineShaderManager::TextureSrcWithPattern); } else { shaderManager->setSrcPixelType(newStyle); } shaderManager->optimiseForBrushTransform(currentBrush.transform().type()); } void QGL2PaintEngineExPrivate::useSimpleShader() { shaderManager->useSimpleProgram(); if (matrixDirty) updateMatrix(); } void QGL2PaintEngineExPrivate::updateBrushTexture() { Q_Q(QGL2PaintEngineEx); // qDebug("QGL2PaintEngineExPrivate::updateBrushTexture()"); Qt::BrushStyle style = currentBrush.style(); if ( (style >= Qt::Dense1Pattern) && (style <= Qt::DiagCrossPattern) ) { // Get the image data for the pattern QImage texImage = qt_imageForBrush(style, false); glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); ctx->d_func()->bindTexture(texImage, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption); updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform); } else if (style >= Qt::LinearGradientPattern && style <= Qt::ConicalGradientPattern) { // Gradiant brush: All the gradiants use the same texture const QGradient* g = currentBrush.gradient(); // We apply global opacity in the fragment shaders, so we always pass 1.0 // for opacity to the cache. GLuint texId = QGL2GradientCache::cacheForContext(ctx)->getBuffer(*g, 1.0); glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); glBindTexture(GL_TEXTURE_2D, texId); if (g->spread() == QGradient::RepeatSpread || g->type() == QGradient::ConicalGradient) updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform); else if (g->spread() == QGradient::ReflectSpread) updateTextureFilter(GL_TEXTURE_2D, GL_MIRRORED_REPEAT_IBM, q->state()->renderHints & QPainter::SmoothPixmapTransform); else updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, q->state()->renderHints & QPainter::SmoothPixmapTransform); } else if (style == Qt::TexturePattern) { const QPixmap& texPixmap = currentBrush.texture(); glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); QGLTexture *tex = ctx->d_func()->bindTexture(texPixmap, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption | QGLContext::CanFlipNativePixmapBindOption); updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform); textureInvertedY = tex->options & QGLContext::InvertedYBindOption ? -1 : 1; } brushTextureDirty = false; } void QGL2PaintEngineExPrivate::updateBrushUniforms() { // qDebug("QGL2PaintEngineExPrivate::updateBrushUniforms()"); Qt::BrushStyle style = currentBrush.style(); if (style == Qt::NoBrush) return; QTransform brushQTransform = currentBrush.transform(); if (style == Qt::SolidPattern) { QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::FragmentColor), col); } else { // All other brushes have a transform and thus need the translation point: QPointF translationPoint; if (style <= Qt::DiagCrossPattern) { QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col); QVector2D halfViewportSize(width*0.5, height*0.5); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize); } else if (style == Qt::LinearGradientPattern) { const QLinearGradient *g = static_cast(currentBrush.gradient()); QPointF realStart = g->start(); QPointF realFinal = g->finalStop(); translationPoint = realStart; QPointF l = realFinal - realStart; QVector3D linearData( l.x(), l.y(), 1.0f / (l.x() * l.x() + l.y() * l.y()) ); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::LinearData), linearData); QVector2D halfViewportSize(width*0.5, height*0.5); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize); } else if (style == Qt::ConicalGradientPattern) { const QConicalGradient *g = static_cast(currentBrush.gradient()); translationPoint = g->center(); GLfloat angle = -(g->angle() * 2 * Q_PI) / 360.0; shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Angle), angle); QVector2D halfViewportSize(width*0.5, height*0.5); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize); } else if (style == Qt::RadialGradientPattern) { const QRadialGradient *g = static_cast(currentBrush.gradient()); QPointF realCenter = g->center(); QPointF realFocal = g->focalPoint(); qreal realRadius = g->radius(); translationPoint = realFocal; QPointF fmp = realCenter - realFocal; shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Fmp), fmp); GLfloat fmp2_m_radius2 = -fmp.x() * fmp.x() - fmp.y() * fmp.y() + realRadius*realRadius; shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Fmp2MRadius2), fmp2_m_radius2); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Inverse2Fmp2MRadius2), GLfloat(1.0 / (2.0*fmp2_m_radius2))); QVector2D halfViewportSize(width*0.5, height*0.5); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize); } else if (style == Qt::TexturePattern) { const QPixmap& texPixmap = currentBrush.texture(); if (qHasPixmapTexture(currentBrush) && currentBrush.texture().isQBitmap()) { QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col); } QSizeF invertedTextureSize(1.0 / texPixmap.width(), 1.0 / texPixmap.height()); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::InvertedTextureSize), invertedTextureSize); QVector2D halfViewportSize(width*0.5, height*0.5); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize); } else qWarning("QGL2PaintEngineEx: Unimplemented fill style"); const QPointF &brushOrigin = q->state()->brushOrigin; QTransform matrix = q->state()->matrix; matrix.translate(brushOrigin.x(), brushOrigin.y()); QTransform translate(1, 0, 0, 1, -translationPoint.x(), -translationPoint.y()); QTransform gl_to_qt(1, 0, 0, -1, 0, height); QTransform inv_matrix; if (style == Qt::TexturePattern && textureInvertedY == -1) inv_matrix = gl_to_qt * (QTransform(1, 0, 0, -1, 0, currentBrush.texture().height()) * brushQTransform * matrix).inverted() * translate; else inv_matrix = gl_to_qt * (brushQTransform * matrix).inverted() * translate; shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::BrushTransform), inv_matrix); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::BrushTexture), QT_BRUSH_TEXTURE_UNIT); } brushUniformsDirty = false; } // This assumes the shader manager has already setup the correct shader program void QGL2PaintEngineExPrivate::updateMatrix() { // qDebug("QGL2PaintEngineExPrivate::updateMatrix()"); const QTransform& transform = q->state()->matrix; // The projection matrix converts from Qt's coordinate system to GL's coordinate system // * GL's viewport is 2x2, Qt's is width x height // * GL has +y -> -y going from bottom -> top, Qt is the other way round // * GL has [0,0] in the center, Qt has it in the top-left // // This results in the Projection matrix below, which is multiplied by the painter's // transformation matrix, as shown below: // // Projection Matrix Painter Transform // ------------------------------------------------ ------------------------ // | 2.0 / width | 0.0 | -1.0 | | m11 | m21 | dx | // | 0.0 | -2.0 / height | 1.0 | * | m12 | m22 | dy | // | 0.0 | 0.0 | 1.0 | | m13 | m23 | m33 | // ------------------------------------------------ ------------------------ // // NOTE: The resultant matrix is also transposed, as GL expects column-major matracies const GLfloat wfactor = 2.0f / width; const GLfloat hfactor = -2.0f / height; GLfloat dx = transform.dx(); GLfloat dy = transform.dy(); // Non-integer translates can have strange effects for some rendering operations such as // anti-aliased text rendering. In such cases, we snap the translate to the pixel grid. if (snapToPixelGrid && transform.type() == QTransform::TxTranslate) { // 0.50 needs to rounded down to 0.0 for consistency with raster engine: dx = ceilf(dx - 0.5f); dy = ceilf(dy - 0.5f); } if (addOffset) { dx += 0.49f; dy += 0.49f; } pmvMatrix[0][0] = (wfactor * transform.m11()) - transform.m13(); pmvMatrix[1][0] = (wfactor * transform.m21()) - transform.m23(); pmvMatrix[2][0] = (wfactor * dx) - transform.m33(); pmvMatrix[0][1] = (hfactor * transform.m12()) + transform.m13(); pmvMatrix[1][1] = (hfactor * transform.m22()) + transform.m23(); pmvMatrix[2][1] = (hfactor * dy) + transform.m33(); pmvMatrix[0][2] = transform.m13(); pmvMatrix[1][2] = transform.m23(); pmvMatrix[2][2] = transform.m33(); // 1/10000 == 0.0001, so we have good enough res to cover curves // that span the entire widget... inverseScale = qMax(1 / qMax( qMax(qAbs(transform.m11()), qAbs(transform.m22())), qMax(qAbs(transform.m12()), qAbs(transform.m21())) ), qreal(0.0001)); matrixDirty = false; matrixUniformDirty = true; // Set the PMV matrix attribute. As we use an attributes rather than uniforms, we only // need to do this once for every matrix change and persists across all shader programs. glVertexAttrib3fv(QT_PMV_MATRIX_1_ATTR, pmvMatrix[0]); glVertexAttrib3fv(QT_PMV_MATRIX_2_ATTR, pmvMatrix[1]); glVertexAttrib3fv(QT_PMV_MATRIX_3_ATTR, pmvMatrix[2]); dasher.setInvScale(inverseScale); stroker.setInvScale(inverseScale); } void QGL2PaintEngineExPrivate::updateCompositionMode() { // NOTE: The entire paint engine works on pre-multiplied data - which is why some of these // composition modes look odd. // qDebug() << "QGL2PaintEngineExPrivate::updateCompositionMode() - Setting GL composition mode for " << q->state()->composition_mode; switch(q->state()->composition_mode) { case QPainter::CompositionMode_SourceOver: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); break; case QPainter::CompositionMode_DestinationOver: glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE); break; case QPainter::CompositionMode_Clear: glBlendFunc(GL_ZERO, GL_ZERO); break; case QPainter::CompositionMode_Source: glBlendFunc(GL_ONE, GL_ZERO); break; case QPainter::CompositionMode_Destination: glBlendFunc(GL_ZERO, GL_ONE); break; case QPainter::CompositionMode_SourceIn: glBlendFunc(GL_DST_ALPHA, GL_ZERO); break; case QPainter::CompositionMode_DestinationIn: glBlendFunc(GL_ZERO, GL_SRC_ALPHA); break; case QPainter::CompositionMode_SourceOut: glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); break; case QPainter::CompositionMode_DestinationOut: glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA); break; case QPainter::CompositionMode_SourceAtop: glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; case QPainter::CompositionMode_DestinationAtop: glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA); break; case QPainter::CompositionMode_Xor: glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; case QPainter::CompositionMode_Plus: glBlendFunc(GL_ONE, GL_ONE); break; default: qWarning("Unsupported composition mode"); break; } compositionModeDirty = false; } static inline void setCoords(GLfloat *coords, const QGLRect &rect) { coords[0] = rect.left; coords[1] = rect.top; coords[2] = rect.right; coords[3] = rect.top; coords[4] = rect.right; coords[5] = rect.bottom; coords[6] = rect.left; coords[7] = rect.bottom; } void QGL2PaintEngineExPrivate::drawTexture(const QGLRect& dest, const QGLRect& src, const QSize &textureSize, bool opaque, bool pattern) { // Setup for texture drawing currentBrush = noBrush; shaderManager->setSrcPixelType(pattern ? QGLEngineShaderManager::PatternSrc : QGLEngineShaderManager::ImageSrc); if (addOffset) { addOffset = false; matrixDirty = true; } if (snapToPixelGrid) { snapToPixelGrid = false; matrixDirty = true; } if (prepareForDraw(opaque)) shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT); if (pattern) { QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col); } GLfloat dx = 1.0 / textureSize.width(); GLfloat dy = 1.0 / textureSize.height(); QGLRect srcTextureRect(src.left*dx, src.top*dy, src.right*dx, src.bottom*dy); setCoords(staticVertexCoordinateArray, dest); setCoords(staticTextureCoordinateArray, srcTextureRect); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } void QGL2PaintEngineEx::beginNativePainting() { Q_D(QGL2PaintEngineEx); ensureActive(); d->transferMode(BrushDrawingMode); d->nativePaintingActive = true; QGLContext *ctx = d->ctx; glUseProgram(0); // Disable all the vertex attribute arrays: for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i) glDisableVertexAttribArray(i); #ifndef QT_OPENGL_ES_2 // be nice to people who mix OpenGL 1.x code with QPainter commands // by setting modelview and projection matrices to mirror the GL 1 // paint engine const QTransform& mtx = state()->matrix; float mv_matrix[4][4] = { { float(mtx.m11()), float(mtx.m12()), 0, float(mtx.m13()) }, { float(mtx.m21()), float(mtx.m22()), 0, float(mtx.m23()) }, { 0, 0, 1, 0 }, { float(mtx.dx()), float(mtx.dy()), 0, float(mtx.m33()) } }; const QSize sz = d->device->size(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, sz.width(), sz.height(), 0, -999999, 999999); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(&mv_matrix[0][0]); #else Q_UNUSED(ctx); #endif d->lastTextureUsed = GLuint(-1); d->dirtyStencilRegion = QRect(0, 0, d->width, d->height); d->resetGLState(); d->shaderManager->setDirty(); d->needsSync = true; } void QGL2PaintEngineExPrivate::resetGLState() { glDisable(GL_BLEND); glActiveTexture(GL_TEXTURE0); glDisable(GL_STENCIL_TEST); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); glDepthMask(true); glDepthFunc(GL_LESS); glClearDepth(1); glStencilMask(0xff); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glStencilFunc(GL_ALWAYS, 0, 0xff); ctx->d_func()->setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, false); ctx->d_func()->setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, false); ctx->d_func()->setVertexAttribArrayEnabled(QT_OPACITY_ATTR, false); #ifndef QT_OPENGL_ES_2 glColor4f(1.0f, 1.0f, 1.0f, 1.0f); // color may have been changed by glVertexAttrib() #endif } void QGL2PaintEngineEx::endNativePainting() { Q_D(QGL2PaintEngineEx); d->needsSync = true; d->nativePaintingActive = false; } bool QGL2PaintEngineEx::isNativePaintingActive() const { Q_D(const QGL2PaintEngineEx); return d->nativePaintingActive; } void QGL2PaintEngineExPrivate::transferMode(EngineMode newMode) { if (newMode == mode) return; if (mode == TextDrawingMode || mode == ImageDrawingMode || mode == ImageArrayDrawingMode) { lastTextureUsed = GLuint(-1); } if (newMode == TextDrawingMode) { setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinateArray.data()); setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinateArray.data()); shaderManager->setHasComplexGeometry(true); } else { shaderManager->setHasComplexGeometry(false); } if (newMode == ImageDrawingMode) { setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray); setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, staticTextureCoordinateArray); } if (newMode == ImageArrayDrawingMode) { setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinateArray.data()); setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinateArray.data()); setVertexAttributePointer(QT_OPACITY_ATTR, (GLfloat*)opacityArray.data()); } // This needs to change when we implement high-quality anti-aliasing... if (newMode != TextDrawingMode) shaderManager->setMaskType(QGLEngineShaderManager::NoMask); mode = newMode; } struct QGL2PEVectorPathCache { #ifdef QT_OPENGL_CACHE_AS_VBOS GLuint vbo; GLuint ibo; #else float *vertices; quint32 *indices; #endif int vertexCount; int indexCount; GLenum primitiveType; qreal iscale; }; void QGL2PaintEngineExPrivate::cleanupVectorPath(QPaintEngineEx *engine, void *data) { QGL2PEVectorPathCache *c = (QGL2PEVectorPathCache *) data; #ifdef QT_OPENGL_CACHE_AS_VBOS Q_ASSERT(engine->type() == QPaintEngine::OpenGL2); static_cast(engine)->d_func()->unusedVBOSToClean << c->vbo; if (c->ibo) d->unusedIBOSToClean << c->ibo; #else Q_UNUSED(engine); qFree(c->vertices); qFree(c->indices); #endif delete c; } // Assumes everything is configured for the brush you want to use void QGL2PaintEngineExPrivate::fill(const QVectorPath& path) { transferMode(BrushDrawingMode); const QOpenGL2PaintEngineState *s = q->state(); const bool newAddOffset = !(s->renderHints & QPainter::Antialiasing) && (qbrush_style(currentBrush) == Qt::SolidPattern) && !multisamplingAlwaysEnabled; if (addOffset != newAddOffset) { addOffset = newAddOffset; matrixDirty = true; } if (snapToPixelGrid) { snapToPixelGrid = false; matrixDirty = true; } // Might need to call updateMatrix to re-calculate inverseScale if (matrixDirty) updateMatrix(); const QPointF* const points = reinterpret_cast(path.points()); // ### Remove before release... static bool do_vectorpath_cache = qgetenv("QT_OPENGL_NO_PATH_CACHE").isEmpty(); // Check to see if there's any hints if (path.shape() == QVectorPath::RectangleHint) { QGLRect rect(points[0].x(), points[0].y(), points[2].x(), points[2].y()); prepareForDraw(currentBrush.isOpaque()); composite(rect); } else if (path.isConvex()) { if (path.isCacheable()) { QVectorPath::CacheEntry *data = path.lookupCacheData(q); QGL2PEVectorPathCache *cache; bool updateCache = false; if (data) { cache = (QGL2PEVectorPathCache *) data->data; // Check if scale factor is exceeded for curved paths and generate curves if so... if (path.isCurved()) { qreal scaleFactor = cache->iscale / inverseScale; if (scaleFactor < 0.5 || scaleFactor > 2.0) { #ifdef QT_OPENGL_CACHE_AS_VBOS glDeleteBuffers(1, &cache->vbo); cache->vbo = 0; Q_ASSERT(cache->ibo == 0); #else qFree(cache->vertices); Q_ASSERT(cache->indices == 0); #endif updateCache = true; } } } else { cache = new QGL2PEVectorPathCache; data = const_cast(path).addCacheData(q, cache, cleanupVectorPath); updateCache = true; } // Flatten the path at the current scale factor and fill it into the cache struct. if (updateCache) { vertexCoordinateArray.clear(); vertexCoordinateArray.addPath(path, inverseScale, false); int vertexCount = vertexCoordinateArray.vertexCount(); int floatSizeInBytes = vertexCount * 2 * sizeof(float); cache->vertexCount = vertexCount; cache->indexCount = 0; cache->primitiveType = GL_TRIANGLE_FAN; cache->iscale = inverseScale; #ifdef QT_OPENGL_CACHE_AS_VBOS glGenBuffers(1, &cache->vbo); glBindBuffer(GL_ARRAY_BUFFER, cache->vbo); glBufferData(GL_ARRAY_BUFFER, floatSizeInBytes, vertexCoordinateArray.data(), GL_STATIC_DRAW); cache->ibo = 0; #else cache->vertices = (float *) qMalloc(floatSizeInBytes); memcpy(cache->vertices, vertexCoordinateArray.data(), floatSizeInBytes); cache->indices = 0; #endif } prepareForDraw(currentBrush.isOpaque()); #ifdef QT_OPENGL_CACHE_AS_VBOS glBindBuffer(GL_ARRAY_BUFFER, cache->vbo); setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0); #else setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, cache->vertices); #endif glDrawArrays(cache->primitiveType, 0, cache->vertexCount); } else { // printf(" - Marking path as cachable...\n"); // Tag it for later so that if the same path is drawn twice, it is assumed to be static and thus cachable if (do_vectorpath_cache) path.makeCacheable(); vertexCoordinateArray.clear(); vertexCoordinateArray.addPath(path, inverseScale, false); prepareForDraw(currentBrush.isOpaque()); drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN); } } else { bool useCache = path.isCacheable(); if (useCache) { QRectF bbox = path.controlPointRect(); // If the path doesn't fit within these limits, it is possible that the triangulation will fail. useCache &= (bbox.left() > -0x8000 * inverseScale) && (bbox.right() < 0x8000 * inverseScale) && (bbox.top() > -0x8000 * inverseScale) && (bbox.bottom() < 0x8000 * inverseScale); } if (useCache) { QVectorPath::CacheEntry *data = path.lookupCacheData(q); QGL2PEVectorPathCache *cache; bool updateCache = false; if (data) { cache = (QGL2PEVectorPathCache *) data->data; // Check if scale factor is exceeded for curved paths and generate curves if so... if (path.isCurved()) { qreal scaleFactor = cache->iscale / inverseScale; if (scaleFactor < 0.5 || scaleFactor > 2.0) { #ifdef QT_OPENGL_CACHE_AS_VBOS glDeleteBuffers(1, &cache->vbo); glDeleteBuffers(1, &cache->ibo); #else qFree(cache->vertices); qFree(cache->indices); #endif updateCache = true; } } } else { cache = new QGL2PEVectorPathCache; data = const_cast(path).addCacheData(q, cache, cleanupVectorPath); updateCache = true; } // Flatten the path at the current scale factor and fill it into the cache struct. if (updateCache) { QTriangleSet polys = qTriangulate(path, QTransform().scale(1 / inverseScale, 1 / inverseScale)); cache->vertexCount = polys.vertices.size() / 2; cache->indexCount = polys.indices.size(); cache->primitiveType = GL_TRIANGLES; cache->iscale = inverseScale; #ifdef QT_OPENGL_CACHE_AS_VBOS glGenBuffers(1, &cache->vbo); glGenBuffers(1, &cache->ibo); glBindBuffer(GL_ARRAY_BUFFER, cache->vbo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint32) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW); QVarLengthArray vertices(polys.vertices.size()); for (int i = 0; i < polys.vertices.size(); ++i) vertices[i] = float(inverseScale * polys.vertices.at(i)); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(), vertices.data(), GL_STATIC_DRAW); #else cache->vertices = (float *) qMalloc(sizeof(float) * polys.vertices.size()); cache->indices = (quint32 *) qMalloc(sizeof(quint32) * polys.indices.size()); memcpy(cache->indices, polys.indices.data(), sizeof(quint32) * polys.indices.size()); for (int i = 0; i < polys.vertices.size(); ++i) cache->vertices[i] = float(inverseScale * polys.vertices.at(i)); #endif } prepareForDraw(currentBrush.isOpaque()); #ifdef QT_OPENGL_CACHE_AS_VBOS glBindBuffer(GL_ARRAY_BUFFER, cache->vbo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo); setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0); glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_INT, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); #else setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, cache->vertices); glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_INT, cache->indices); #endif } else { // printf(" - Marking path as cachable...\n"); // Tag it for later so that if the same path is drawn twice, it is assumed to be static and thus cachable if (do_vectorpath_cache) path.makeCacheable(); // The path is too complicated & needs the stencil technique vertexCoordinateArray.clear(); vertexCoordinateArray.addPath(path, inverseScale, false); fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill()); glStencilMask(0xff); glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE); if (q->state()->clipTestEnabled) { // Pass when high bit is set, replace stencil value with current clip glStencilFunc(GL_NOTEQUAL, q->state()->currentClip, GL_STENCIL_HIGH_BIT); } else if (path.hasWindingFill()) { // Pass when any bit is set, replace stencil value with 0 glStencilFunc(GL_NOTEQUAL, 0, 0xff); } else { // Pass when high bit is set, replace stencil value with 0 glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT); } prepareForDraw(currentBrush.isOpaque()); // Stencil the brush onto the dest buffer composite(vertexCoordinateArray.boundingRect()); glStencilMask(0); updateClipScissorTest(); } } } void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(const float *data, int count, int *stops, int stopCount, const QGLRect &bounds, StencilFillMode mode) { Q_ASSERT(count || stops); // qDebug("QGL2PaintEngineExPrivate::fillStencilWithVertexArray()"); glStencilMask(0xff); // Enable stencil writes if (dirtyStencilRegion.intersects(currentScissorBounds)) { QVector clearRegion = dirtyStencilRegion.intersected(currentScissorBounds).rects(); glClearStencil(0); // Clear to zero for (int i = 0; i < clearRegion.size(); ++i) { #ifndef QT_GL_NO_SCISSOR_TEST setScissor(clearRegion.at(i)); #endif glClear(GL_STENCIL_BUFFER_BIT); } dirtyStencilRegion -= currentScissorBounds; #ifndef QT_GL_NO_SCISSOR_TEST updateClipScissorTest(); #endif } glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes useSimpleShader(); glEnable(GL_STENCIL_TEST); // For some reason, this has to happen _after_ the simple shader is use()'d if (mode == WindingFillMode) { Q_ASSERT(stops && !count); if (q->state()->clipTestEnabled) { // Flatten clip values higher than current clip, and set high bit to match current clip glStencilFunc(GL_LEQUAL, GL_STENCIL_HIGH_BIT | q->state()->currentClip, ~GL_STENCIL_HIGH_BIT); glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE); composite(bounds); glStencilFunc(GL_EQUAL, GL_STENCIL_HIGH_BIT, GL_STENCIL_HIGH_BIT); } else if (!stencilClean) { // Clear stencil buffer within bounding rect glStencilFunc(GL_ALWAYS, 0, 0xff); glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); composite(bounds); } // Inc. for front-facing triangle glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_INCR_WRAP); // Dec. for back-facing "holes" glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_DECR_WRAP); glStencilMask(~GL_STENCIL_HIGH_BIT); drawVertexArrays(data, stops, stopCount, GL_TRIANGLE_FAN); if (q->state()->clipTestEnabled) { // Clear high bit of stencil outside of path glStencilFunc(GL_EQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT); glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE); glStencilMask(GL_STENCIL_HIGH_BIT); composite(bounds); } } else if (mode == OddEvenFillMode) { glStencilMask(GL_STENCIL_HIGH_BIT); glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit drawVertexArrays(data, stops, stopCount, GL_TRIANGLE_FAN); } else { // TriStripStrokeFillMode Q_ASSERT(count && !stops); // tristrips generated directly, so no vertexArray or stops glStencilMask(GL_STENCIL_HIGH_BIT); #if 0 glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data); glDrawArrays(GL_TRIANGLE_STRIP, 0, count); #else glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); if (q->state()->clipTestEnabled) { glStencilFunc(GL_LEQUAL, q->state()->currentClip | GL_STENCIL_HIGH_BIT, ~GL_STENCIL_HIGH_BIT); } else { glStencilFunc(GL_ALWAYS, GL_STENCIL_HIGH_BIT, 0xff); } setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data); glDrawArrays(GL_TRIANGLE_STRIP, 0, count); #endif } // Enable color writes & disable stencil writes glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); } /* If the maximum value in the stencil buffer is GL_STENCIL_HIGH_BIT - 1, restore the stencil buffer to a pristine state. The current clip region is set to 1, and the rest to 0. */ void QGL2PaintEngineExPrivate::resetClipIfNeeded() { if (maxClip != (GL_STENCIL_HIGH_BIT - 1)) return; Q_Q(QGL2PaintEngineEx); useSimpleShader(); glEnable(GL_STENCIL_TEST); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); QRectF bounds = q->state()->matrix.inverted().mapRect(QRectF(0, 0, width, height)); QGLRect rect(bounds.left(), bounds.top(), bounds.right(), bounds.bottom()); // Set high bit on clip region glStencilFunc(GL_LEQUAL, q->state()->currentClip, 0xff); glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT); glStencilMask(GL_STENCIL_HIGH_BIT); composite(rect); // Reset clipping to 1 and everything else to zero glStencilFunc(GL_NOTEQUAL, 0x01, GL_STENCIL_HIGH_BIT); glStencilOp(GL_ZERO, GL_REPLACE, GL_REPLACE); glStencilMask(0xff); composite(rect); q->state()->currentClip = 1; q->state()->canRestoreClip = false; maxClip = 1; glStencilMask(0x0); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); } bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque) { if (brushTextureDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode) updateBrushTexture(); if (compositionModeDirty) updateCompositionMode(); if (matrixDirty) updateMatrix(); const bool stateHasOpacity = q->state()->opacity < 0.99f; if (q->state()->composition_mode == QPainter::CompositionMode_Source || (q->state()->composition_mode == QPainter::CompositionMode_SourceOver && srcPixelsAreOpaque && !stateHasOpacity)) { glDisable(GL_BLEND); } else { glEnable(GL_BLEND); } QGLEngineShaderManager::OpacityMode opacityMode; if (mode == ImageArrayDrawingMode) { opacityMode = QGLEngineShaderManager::AttributeOpacity; } else { opacityMode = stateHasOpacity ? QGLEngineShaderManager::UniformOpacity : QGLEngineShaderManager::NoOpacity; if (stateHasOpacity && (mode != ImageDrawingMode)) { // Using a brush bool brushIsPattern = (currentBrush.style() >= Qt::Dense1Pattern) && (currentBrush.style() <= Qt::DiagCrossPattern); if ((currentBrush.style() == Qt::SolidPattern) || brushIsPattern) opacityMode = QGLEngineShaderManager::NoOpacity; // Global opacity handled by srcPixel shader } } shaderManager->setOpacityMode(opacityMode); bool changed = shaderManager->useCorrectShaderProg(); // If the shader program needs changing, we change it and mark all uniforms as dirty if (changed) { // The shader program has changed so mark all uniforms as dirty: brushUniformsDirty = true; opacityUniformDirty = true; matrixUniformDirty = true; } if (brushUniformsDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode) updateBrushUniforms(); if (opacityMode == QGLEngineShaderManager::UniformOpacity && opacityUniformDirty) { shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity); opacityUniformDirty = false; } if (matrixUniformDirty && shaderManager->hasComplexGeometry()) { shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Matrix), pmvMatrix); matrixUniformDirty = false; } return changed; } void QGL2PaintEngineExPrivate::composite(const QGLRect& boundingRect) { setCoords(staticVertexCoordinateArray, boundingRect); setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } // Draws the vertex array as a set of triangle fans. void QGL2PaintEngineExPrivate::drawVertexArrays(const float *data, int *stops, int stopCount, GLenum primitive) { // Now setup the pointer to the vertex array: setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)data); int previousStop = 0; for (int i=0; i %d:", previousStop, stop-1); for (int i=previousStop; isetBrush(brush); d->fill(path); } extern bool qt_scaleForTransform(const QTransform &transform, qreal *scale); // qtransform.cpp void QGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen) { Q_D(QGL2PaintEngineEx); const QBrush &penBrush = qpen_brush(pen); if (qpen_style(pen) == Qt::NoPen || qbrush_style(penBrush) == Qt::NoBrush) return; QOpenGL2PaintEngineState *s = state(); if (pen.isCosmetic() && !qt_scaleForTransform(s->transform(), 0)) { // QTriangulatingStroker class is not meant to support cosmetically sheared strokes. QPaintEngineEx::stroke(path, pen); return; } ensureActive(); d->setBrush(penBrush); d->stroke(path, pen); } void QGL2PaintEngineExPrivate::stroke(const QVectorPath &path, const QPen &pen) { const QOpenGL2PaintEngineState *s = q->state(); const bool newAddOffset = !(s->renderHints & QPainter::Antialiasing) && !multisamplingAlwaysEnabled; if (addOffset != newAddOffset) { addOffset = newAddOffset; matrixDirty = true; } if (snapToPixelGrid) { snapToPixelGrid = false; matrixDirty = true; } const Qt::PenStyle penStyle = qpen_style(pen); const QBrush &penBrush = qpen_brush(pen); const bool opaque = penBrush.isOpaque() && s->opacity > 0.99; transferMode(BrushDrawingMode); // updateMatrix() is responsible for setting the inverse scale on // the strokers, so we need to call it here and not wait for // prepareForDraw() down below. updateMatrix(); QRectF clip = q->state()->matrix.inverted().mapRect(q->state()->clipEnabled ? q->state()->rectangleClip : QRectF(0, 0, width, height)); if (penStyle == Qt::SolidLine) { stroker.process(path, pen, clip); } else { // Some sort of dash dasher.process(path, pen, clip); QVectorPath dashStroke(dasher.points(), dasher.elementCount(), dasher.elementTypes()); stroker.process(dashStroke, pen, clip); } if (opaque) { prepareForDraw(opaque); setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, stroker.vertices()); glDrawArrays(GL_TRIANGLE_STRIP, 0, stroker.vertexCount() / 2); // QBrush b(Qt::green); // d->setBrush(&b); // d->prepareForDraw(true); // glDrawArrays(GL_LINE_STRIP, 0, d->stroker.vertexCount() / 2); } else { qreal width = qpen_widthf(pen) / 2; if (width == 0) width = 0.5; qreal extra = pen.joinStyle() == Qt::MiterJoin ? qMax(pen.miterLimit() * width, width) : width; if (pen.isCosmetic()) extra = extra * inverseScale; QRectF bounds = path.controlPointRect().adjusted(-extra, -extra, extra, extra); fillStencilWithVertexArray(stroker.vertices(), stroker.vertexCount() / 2, 0, 0, bounds, QGL2PaintEngineExPrivate::TriStripStrokeFillMode); glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE); // Pass when any bit is set, replace stencil value with 0 glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT); prepareForDraw(false); // Stencil the brush onto the dest buffer composite(bounds); glStencilMask(0); updateClipScissorTest(); } } void QGL2PaintEngineEx::penChanged() { } void QGL2PaintEngineEx::brushChanged() { } void QGL2PaintEngineEx::brushOriginChanged() { } void QGL2PaintEngineEx::opacityChanged() { // qDebug("QGL2PaintEngineEx::opacityChanged()"); Q_D(QGL2PaintEngineEx); state()->opacityChanged = true; Q_ASSERT(d->shaderManager); d->brushUniformsDirty = true; d->opacityUniformDirty = true; } void QGL2PaintEngineEx::compositionModeChanged() { // qDebug("QGL2PaintEngineEx::compositionModeChanged()"); Q_D(QGL2PaintEngineEx); state()->compositionModeChanged = true; d->compositionModeDirty = true; } void QGL2PaintEngineEx::renderHintsChanged() { state()->renderHintsChanged = true; #if !defined(QT_OPENGL_ES_2) if ((state()->renderHints & QPainter::Antialiasing) || (state()->renderHints & QPainter::HighQualityAntialiasing)) glEnable(GL_MULTISAMPLE); else glDisable(GL_MULTISAMPLE); #endif Q_D(QGL2PaintEngineEx); d->lastTextureUsed = GLuint(-1); d->brushTextureDirty = true; // qDebug("QGL2PaintEngineEx::renderHintsChanged() not implemented!"); } void QGL2PaintEngineEx::transformChanged() { Q_D(QGL2PaintEngineEx); d->matrixDirty = true; state()->matrixChanged = true; } void QGL2PaintEngineEx::drawPixmap(const QRectF& dest, const QPixmap & pixmap, const QRectF & src) { Q_D(QGL2PaintEngineEx); ensureActive(); d->transferMode(ImageDrawingMode); QGLContext *ctx = d->ctx; glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT); QGLTexture *texture = ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption | QGLContext::CanFlipNativePixmapBindOption); GLfloat top = texture->options & QGLContext::InvertedYBindOption ? (pixmap.height() - src.top()) : src.top(); GLfloat bottom = texture->options & QGLContext::InvertedYBindOption ? (pixmap.height() - src.bottom()) : src.bottom(); QGLRect srcRect(src.left(), top, src.right(), bottom); bool isBitmap = pixmap.isQBitmap(); bool isOpaque = !isBitmap && !pixmap.hasAlphaChannel(); d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, state()->renderHints & QPainter::SmoothPixmapTransform, texture->id); d->drawTexture(dest, srcRect, pixmap.size(), isOpaque, isBitmap); } void QGL2PaintEngineEx::drawImage(const QRectF& dest, const QImage& image, const QRectF& src, Qt::ImageConversionFlags) { Q_D(QGL2PaintEngineEx); ensureActive(); d->transferMode(ImageDrawingMode); QGLContext *ctx = d->ctx; glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT); QGLTexture *texture = ctx->d_func()->bindTexture(image, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption); GLuint id = texture->id; d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, state()->renderHints & QPainter::SmoothPixmapTransform, id); d->drawTexture(dest, src, image.size(), !image.hasAlphaChannel()); } void QGL2PaintEngineEx::drawStaticTextItem(QStaticTextItem *textItem) { Q_D(QGL2PaintEngineEx); ensureActive(); QFontEngineGlyphCache::Type glyphType = textItem->fontEngine->glyphFormat >= 0 ? QFontEngineGlyphCache::Type(textItem->fontEngine->glyphFormat) : d->glyphCacheType; if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) { if (d->device->alphaRequested() || state()->matrix.type() > QTransform::TxTranslate || (state()->composition_mode != QPainter::CompositionMode_Source && state()->composition_mode != QPainter::CompositionMode_SourceOver)) { glyphType = QFontEngineGlyphCache::Raster_A8; } } d->drawCachedGlyphs(glyphType, textItem); } bool QGL2PaintEngineEx::drawTexture(const QRectF &dest, GLuint textureId, const QSize &size, const QRectF &src) { Q_D(QGL2PaintEngineEx); if (!d->shaderManager) return false; ensureActive(); d->transferMode(ImageDrawingMode); #ifndef QT_OPENGL_ES_2 QGLContext *ctx = d->ctx; #endif glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT); glBindTexture(GL_TEXTURE_2D, textureId); QGLRect srcRect(src.left(), src.bottom(), src.right(), src.top()); d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, state()->renderHints & QPainter::SmoothPixmapTransform, textureId); d->drawTexture(dest, srcRect, size, false); return true; } void QGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem) { Q_D(QGL2PaintEngineEx); ensureActive(); QOpenGL2PaintEngineState *s = state(); const QTextItemInt &ti = static_cast(textItem); QTransform::TransformationType txtype = s->matrix.type(); float det = s->matrix.determinant(); bool drawCached = txtype < QTransform::TxProject; // don't try to cache huge fonts or vastly transformed fonts const qreal pixelSize = ti.fontEngine->fontDef.pixelSize; if (pixelSize * pixelSize * qAbs(det) >= 64 * 64 || det < 0.25f || det > 4.f) drawCached = false; QFontEngineGlyphCache::Type glyphType = ti.fontEngine->glyphFormat >= 0 ? QFontEngineGlyphCache::Type(ti.fontEngine->glyphFormat) : d->glyphCacheType; if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) { if (d->device->alphaRequested() || txtype > QTransform::TxTranslate || (state()->composition_mode != QPainter::CompositionMode_Source && state()->composition_mode != QPainter::CompositionMode_SourceOver)) { glyphType = QFontEngineGlyphCache::Raster_A8; } } if (drawCached) { QVarLengthArray positions; QVarLengthArray glyphs; QTransform matrix = QTransform::fromTranslate(p.x(), p.y()); ti.fontEngine->getGlyphPositions(ti.glyphs, matrix, ti.flags, glyphs, positions); { QStaticTextItem staticTextItem; staticTextItem.chars = const_cast(ti.chars); staticTextItem.fontEngine = ti.fontEngine; staticTextItem.glyphs = glyphs.data(); staticTextItem.numChars = ti.num_chars; staticTextItem.numGlyphs = glyphs.size(); staticTextItem.glyphPositions = positions.data(); d->drawCachedGlyphs(glyphType, &staticTextItem); } return; } QPaintEngineEx::drawTextItem(p, ti); } namespace { class QOpenGLStaticTextUserData: public QStaticTextUserData { public: QOpenGLStaticTextUserData() : QStaticTextUserData(OpenGLUserData) { } ~QOpenGLStaticTextUserData() { } QGL2PEXVertexArray vertexCoordinateArray; QGL2PEXVertexArray textureCoordinateArray; }; } // #define QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO void QGL2PaintEngineExPrivate::drawCachedGlyphs(QFontEngineGlyphCache::Type glyphType, QStaticTextItem *staticTextItem) { Q_Q(QGL2PaintEngineEx); QOpenGL2PaintEngineState *s = q->state(); QGLTextureGlyphCache *cache = (QGLTextureGlyphCache *) staticTextItem->fontEngine->glyphCache(ctx, glyphType, QTransform()); if (!cache || cache->cacheType() != glyphType) { cache = new QGLTextureGlyphCache(ctx, glyphType, QTransform()); staticTextItem->fontEngine->setGlyphCache(ctx, cache); } cache->setPaintEnginePrivate(this); cache->populate(staticTextItem->fontEngine, staticTextItem->numGlyphs, staticTextItem->glyphs, staticTextItem->glyphPositions); if (cache->width() == 0 || cache->height() == 0) return; transferMode(TextDrawingMode); int margin = cache->glyphMargin(); GLfloat dx = 1.0 / cache->width(); GLfloat dy = 1.0 / cache->height(); bool recreateVertexArrays = false; if (staticTextItem->userDataNeedsUpdate) recreateVertexArrays = true; else if (staticTextItem->userData == 0) recreateVertexArrays = true; else if (staticTextItem->userData->type != QStaticTextUserData::OpenGLUserData) recreateVertexArrays = true; // Use global arrays by default QGL2PEXVertexArray *vertexCoordinates = &vertexCoordinateArray; QGL2PEXVertexArray *textureCoordinates = &textureCoordinateArray; if (staticTextItem->useBackendOptimizations) { QOpenGLStaticTextUserData *userData = 0; if (staticTextItem->userData == 0 || staticTextItem->userData->type != QStaticTextUserData::OpenGLUserData) { userData = new QOpenGLStaticTextUserData(); staticTextItem->setUserData(userData); } else { userData = static_cast(staticTextItem->userData); } // Use cache if backend optimizations is turned on vertexCoordinates = &userData->vertexCoordinateArray; textureCoordinates = &userData->textureCoordinateArray; } if (recreateVertexArrays) { vertexCoordinates->clear(); textureCoordinates->clear(); for (int i=0; inumGlyphs; ++i) { const QTextureGlyphCache::Coord &c = cache->coords.value(staticTextItem->glyphs[i]); int x = staticTextItem->glyphPositions[i].x.toInt() + c.baseLineX - margin; int y = staticTextItem->glyphPositions[i].y.toInt() - c.baseLineY - margin; vertexCoordinates->addQuad(QRectF(x, y, c.w, c.h)); textureCoordinates->addQuad(QRectF(c.x*dx, c.y*dy, c.w * dx, c.h * dy)); } staticTextItem->userDataNeedsUpdate = false; } if (elementIndices.size() < staticTextItem->numGlyphs*6) { Q_ASSERT(elementIndices.size() % 6 == 0); int j = elementIndices.size() / 6 * 4; while (j < staticTextItem->numGlyphs*4) { elementIndices.append(j + 0); elementIndices.append(j + 0); elementIndices.append(j + 1); elementIndices.append(j + 2); elementIndices.append(j + 3); elementIndices.append(j + 3); j += 4; } #if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO) if (elementIndicesVBOId == 0) glGenBuffers(1, &elementIndicesVBOId); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId); glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementIndices.size() * sizeof(GLushort), elementIndices.constData(), GL_STATIC_DRAW); #endif } else { #if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId); #endif } setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinates->data()); setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinates->data()); if (addOffset) { addOffset = false; matrixDirty = true; } if (!snapToPixelGrid) { snapToPixelGrid = true; matrixDirty = true; } QBrush pensBrush = q->state()->pen.brush(); setBrush(pensBrush); if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) { // Subpixel antialiasing without gamma correction QPainter::CompositionMode compMode = q->state()->composition_mode; Q_ASSERT(compMode == QPainter::CompositionMode_Source || compMode == QPainter::CompositionMode_SourceOver); shaderManager->setMaskType(QGLEngineShaderManager::SubPixelMaskPass1); if (pensBrush.style() == Qt::SolidPattern) { // Solid patterns can get away with only one pass. QColor c = pensBrush.color(); qreal oldOpacity = q->state()->opacity; if (compMode == QPainter::CompositionMode_Source) { c = qt_premultiplyColor(c, q->state()->opacity); q->state()->opacity = 1; opacityUniformDirty = true; } compositionModeDirty = false; // I can handle this myself, thank you very much prepareForDraw(false); // Text always causes src pixels to be transparent // prepareForDraw() have set the opacity on the current shader, so the opacity state can now be reset. if (compMode == QPainter::CompositionMode_Source) { q->state()->opacity = oldOpacity; opacityUniformDirty = true; } glEnable(GL_BLEND); glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR); glBlendColor(c.redF(), c.greenF(), c.blueF(), c.alphaF()); } else { // Other brush styles need two passes. qreal oldOpacity = q->state()->opacity; if (compMode == QPainter::CompositionMode_Source) { q->state()->opacity = 1; opacityUniformDirty = true; pensBrush = Qt::white; setBrush(pensBrush); } compositionModeDirty = false; // I can handle this myself, thank you very much prepareForDraw(false); // Text always causes src pixels to be transparent glEnable(GL_BLEND); glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR); glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT); glBindTexture(GL_TEXTURE_2D, cache->texture()); updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::MaskTexture), QT_MASK_TEXTURE_UNIT); #if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO) glDrawElements(GL_TRIANGLE_STRIP, 6 * staticTextItem->numGlyphs, GL_UNSIGNED_SHORT, 0); #else glDrawElements(GL_TRIANGLE_STRIP, 6 * staticTextItem->numGlyphs, GL_UNSIGNED_SHORT, elementIndices.data()); #endif shaderManager->setMaskType(QGLEngineShaderManager::SubPixelMaskPass2); if (compMode == QPainter::CompositionMode_Source) { q->state()->opacity = oldOpacity; opacityUniformDirty = true; pensBrush = q->state()->pen.brush(); setBrush(pensBrush); } compositionModeDirty = false; prepareForDraw(false); // Text always causes src pixels to be transparent glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); } compositionModeDirty = true; } else { // Greyscale/mono glyphs shaderManager->setMaskType(QGLEngineShaderManager::PixelMask); prepareForDraw(false); // Text always causes src pixels to be transparent } //### TODO: Gamma correction glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT); if (lastMaskTextureUsed != cache->texture()) { glBindTexture(GL_TEXTURE_2D, cache->texture()); lastMaskTextureUsed = cache->texture(); } updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, s->matrix.type() > QTransform::TxTranslate); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::MaskTexture), QT_MASK_TEXTURE_UNIT); #if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO) glDrawElements(GL_TRIANGLE_STRIP, 6 * staticTextItem->numGlyphs, GL_UNSIGNED_SHORT, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); #else glDrawElements(GL_TRIANGLE_STRIP, 6 * staticTextItem->numGlyphs, GL_UNSIGNED_SHORT, elementIndices.data()); #endif } void QGL2PaintEngineEx::drawPixmapFragments(const QPainter::PixmapFragment *fragments, int fragmentCount, const QPixmap &pixmap, QPainter::PixmapFragmentHints hints) { Q_D(QGL2PaintEngineEx); // Use fallback for extended composition modes. if (state()->composition_mode > QPainter::CompositionMode_Plus) { QPaintEngineEx::drawPixmapFragments(fragments, fragmentCount, pixmap, hints); return; } ensureActive(); d->drawPixmapFragments(fragments, fragmentCount, pixmap, hints); } void QGL2PaintEngineExPrivate::drawPixmapFragments(const QPainter::PixmapFragment *fragments, int fragmentCount, const QPixmap &pixmap, QPainter::PixmapFragmentHints hints) { GLfloat dx = 1.0f / pixmap.size().width(); GLfloat dy = 1.0f / pixmap.size().height(); vertexCoordinateArray.clear(); textureCoordinateArray.clear(); opacityArray.reset(); if (addOffset) { addOffset = false; matrixDirty = true; } if (snapToPixelGrid) { snapToPixelGrid = false; matrixDirty = true; } bool allOpaque = true; for (int i = 0; i < fragmentCount; ++i) { qreal s = 0; qreal c = 1; if (fragments[i].rotation != 0) { s = qFastSin(fragments[i].rotation * Q_PI / 180); c = qFastCos(fragments[i].rotation * Q_PI / 180); } qreal right = 0.5 * fragments[i].scaleX * fragments[i].width; qreal bottom = 0.5 * fragments[i].scaleY * fragments[i].height; QGLPoint bottomRight(right * c - bottom * s, right * s + bottom * c); QGLPoint bottomLeft(-right * c - bottom * s, -right * s + bottom * c); vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y); vertexCoordinateArray.addVertex(-bottomLeft.x + fragments[i].x, -bottomLeft.y + fragments[i].y); vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y); vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y); vertexCoordinateArray.addVertex(bottomLeft.x + fragments[i].x, bottomLeft.y + fragments[i].y); vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y); QGLRect src(fragments[i].sourceLeft * dx, fragments[i].sourceTop * dy, (fragments[i].sourceLeft + fragments[i].width) * dx, (fragments[i].sourceTop + fragments[i].height) * dy); textureCoordinateArray.addVertex(src.right, src.bottom); textureCoordinateArray.addVertex(src.right, src.top); textureCoordinateArray.addVertex(src.left, src.top); textureCoordinateArray.addVertex(src.left, src.top); textureCoordinateArray.addVertex(src.left, src.bottom); textureCoordinateArray.addVertex(src.right, src.bottom); qreal opacity = fragments[i].opacity * q->state()->opacity; opacityArray << opacity << opacity << opacity << opacity << opacity << opacity; allOpaque &= (opacity >= 0.99f); } glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT); QGLTexture *texture = ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption | QGLContext::CanFlipNativePixmapBindOption); if (texture->options & QGLContext::InvertedYBindOption) { // Flip texture y-coordinate. QGLPoint *data = textureCoordinateArray.data(); for (int i = 0; i < 6 * fragmentCount; ++i) data[i].y = 1 - data[i].y; } transferMode(ImageArrayDrawingMode); bool isBitmap = pixmap.isQBitmap(); bool isOpaque = !isBitmap && (!pixmap.hasAlphaChannel() || (hints & QPainter::OpaqueHint)) && allOpaque; updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, q->state()->renderHints & QPainter::SmoothPixmapTransform, texture->id); // Setup for texture drawing currentBrush = noBrush; shaderManager->setSrcPixelType(isBitmap ? QGLEngineShaderManager::PatternSrc : QGLEngineShaderManager::ImageSrc); if (prepareForDraw(isOpaque)) shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT); if (isBitmap) { QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col); } glDrawArrays(GL_TRIANGLES, 0, 6 * fragmentCount); } bool QGL2PaintEngineEx::begin(QPaintDevice *pdev) { Q_D(QGL2PaintEngineEx); // qDebug("QGL2PaintEngineEx::begin()"); if (pdev->devType() == QInternal::OpenGL) d->device = static_cast(pdev); else d->device = QGLPaintDevice::getDevice(pdev); if (!d->device) return false; d->ctx = d->device->context(); d->ctx->d_ptr->active_engine = this; const QSize sz = d->device->size(); d->width = sz.width(); d->height = sz.height(); d->mode = BrushDrawingMode; d->brushTextureDirty = true; d->brushUniformsDirty = true; d->matrixUniformDirty = true; d->matrixDirty = true; d->compositionModeDirty = true; d->opacityUniformDirty = true; d->needsSync = true; d->useSystemClip = !systemClip().isEmpty(); d->currentBrush = QBrush(); d->dirtyStencilRegion = QRect(0, 0, d->width, d->height); d->stencilClean = true; // Calling begin paint should make the correct context current. So, any // code which calls into GL or otherwise needs a current context *must* // go after beginPaint: d->device->beginPaint(); #if !defined(QT_OPENGL_ES_2) bool success = qt_resolve_version_2_0_functions(d->ctx) && qt_resolve_buffer_extensions(d->ctx); Q_ASSERT(success); Q_UNUSED(success); #endif d->shaderManager = new QGLEngineShaderManager(d->ctx); glDisable(GL_STENCIL_TEST); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); #if !defined(QT_OPENGL_ES_2) glDisable(GL_MULTISAMPLE); #endif d->glyphCacheType = QFontEngineGlyphCache::Raster_A8; #if !defined(QT_OPENGL_ES_2) #if defined(Q_WS_WIN) if (qt_cleartype_enabled) #endif d->glyphCacheType = QFontEngineGlyphCache::Raster_RGBMask; #endif #if defined(QT_OPENGL_ES_2) // OpenGL ES can't switch MSAA off, so if the gl paint device is // multisampled, it's always multisampled. d->multisamplingAlwaysEnabled = d->device->format().sampleBuffers(); #else d->multisamplingAlwaysEnabled = false; #endif return true; } bool QGL2PaintEngineEx::end() { Q_D(QGL2PaintEngineEx); QGLContext *ctx = d->ctx; glUseProgram(0); d->transferMode(BrushDrawingMode); d->device->endPaint(); #if defined(Q_WS_X11) // On some (probably all) drivers, deleting an X pixmap which has been bound to a texture // before calling glFinish/swapBuffers renders garbage. Presumably this is because X deletes // the pixmap behind the driver's back before it's had a chance to use it. To fix this, we // reference all QPixmaps which have been bound to stop them being deleted and only deref // them here, after swapBuffers, where they can be safely deleted. ctx->d_func()->boundPixmaps.clear(); #endif d->ctx->d_ptr->active_engine = 0; d->resetGLState(); delete d->shaderManager; d->shaderManager = 0; d->currentBrush = QBrush(); #ifdef QT_OPENGL_CACHE_AS_VBOS if (!d->unusedVBOSToClean.isEmpty()) { glDeleteBuffers(d->unusedVBOSToClean.size(), d->unusedVBOSToClean.constData()); d->unusedVBOSToClean.clear(); } if (!d->unusedIBOSToClean.isEmpty()) { glDeleteBuffers(d->unusedIBOSToClean.size(), d->unusedIBOSToClean.constData()); d->unusedIBOSToClean.clear(); } #endif return false; } void QGL2PaintEngineEx::ensureActive() { Q_D(QGL2PaintEngineEx); QGLContext *ctx = d->ctx; if (isActive() && ctx->d_ptr->active_engine != this) { ctx->d_ptr->active_engine = this; d->needsSync = true; } d->device->ensureActiveTarget(); if (d->needsSync) { d->transferMode(BrushDrawingMode); glViewport(0, 0, d->width, d->height); d->needsSync = false; d->lastMaskTextureUsed = 0; d->shaderManager->setDirty(); d->ctx->d_func()->syncGlState(); for (int i = 0; i < 3; ++i) d->vertexAttribPointers[i] = (GLfloat*)-1; // Assume the pointers are clobbered setState(state()); } } void QGL2PaintEngineExPrivate::updateClipScissorTest() { Q_Q(QGL2PaintEngineEx); if (q->state()->clipTestEnabled) { glEnable(GL_STENCIL_TEST); glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT); } else { glDisable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 0, 0xff); } #ifdef QT_GL_NO_SCISSOR_TEST currentScissorBounds = QRect(0, 0, width, height); #else QRect bounds = q->state()->rectangleClip; if (!q->state()->clipEnabled) { if (useSystemClip) bounds = systemClip.boundingRect(); else bounds = QRect(0, 0, width, height); } else { if (useSystemClip) bounds = bounds.intersected(systemClip.boundingRect()); else bounds = bounds.intersected(QRect(0, 0, width, height)); } currentScissorBounds = bounds; if (bounds == QRect(0, 0, width, height)) { glDisable(GL_SCISSOR_TEST); } else { glEnable(GL_SCISSOR_TEST); setScissor(bounds); } #endif } void QGL2PaintEngineExPrivate::setScissor(const QRect &rect) { const int left = rect.left(); const int width = rect.width(); const int bottom = height - (rect.top() + rect.height()); const int height = rect.height(); glScissor(left, bottom, width, height); } void QGL2PaintEngineEx::clipEnabledChanged() { Q_D(QGL2PaintEngineEx); state()->clipChanged = true; if (painter()->hasClipping()) d->regenerateClip(); else d->systemStateChanged(); } void QGL2PaintEngineExPrivate::clearClip(uint value) { dirtyStencilRegion -= currentScissorBounds; glStencilMask(0xff); glClearStencil(value); glClear(GL_STENCIL_BUFFER_BIT); glStencilMask(0x0); q->state()->needsClipBufferClear = false; } void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint value) { transferMode(BrushDrawingMode); if (addOffset) { addOffset = false; matrixDirty = true; } if (snapToPixelGrid) { snapToPixelGrid = false; matrixDirty = true; } if (matrixDirty) updateMatrix(); stencilClean = false; const bool singlePass = !path.hasWindingFill() && (((q->state()->currentClip == maxClip - 1) && q->state()->clipTestEnabled) || q->state()->needsClipBufferClear); const uint referenceClipValue = q->state()->needsClipBufferClear ? 1 : q->state()->currentClip; if (q->state()->needsClipBufferClear) clearClip(1); if (path.isEmpty()) { glEnable(GL_STENCIL_TEST); glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT); return; } if (q->state()->clipTestEnabled) glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT); else glStencilFunc(GL_ALWAYS, 0, 0xff); vertexCoordinateArray.clear(); vertexCoordinateArray.addPath(path, inverseScale, false); if (!singlePass) fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill()); glColorMask(false, false, false, false); glEnable(GL_STENCIL_TEST); useSimpleShader(); if (singlePass) { // Under these conditions we can set the new stencil value in a single // pass, by using the current value and the "new value" as the toggles glStencilFunc(GL_LEQUAL, referenceClipValue, ~GL_STENCIL_HIGH_BIT); glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT); glStencilMask(value ^ referenceClipValue); drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN); } else { glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE); glStencilMask(0xff); if (!q->state()->clipTestEnabled && path.hasWindingFill()) { // Pass when any clip bit is set, set high bit glStencilFunc(GL_NOTEQUAL, GL_STENCIL_HIGH_BIT, ~GL_STENCIL_HIGH_BIT); composite(vertexCoordinateArray.boundingRect()); } // Pass when high bit is set, replace stencil value with new clip value glStencilFunc(GL_NOTEQUAL, value, GL_STENCIL_HIGH_BIT); composite(vertexCoordinateArray.boundingRect()); } glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT); glStencilMask(0); glColorMask(true, true, true, true); } void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) { // qDebug("QGL2PaintEngineEx::clip()"); Q_D(QGL2PaintEngineEx); state()->clipChanged = true; ensureActive(); if (op == Qt::ReplaceClip) { op = Qt::IntersectClip; if (d->hasClipOperations()) { d->systemStateChanged(); state()->canRestoreClip = false; } } #ifndef QT_GL_NO_SCISSOR_TEST if (!path.isEmpty() && op == Qt::IntersectClip && (path.shape() == QVectorPath::RectangleHint)) { const QPointF* const points = reinterpret_cast(path.points()); QRectF rect(points[0], points[2]); if (state()->matrix.type() <= QTransform::TxScale) { state()->rectangleClip = state()->rectangleClip.intersected(state()->matrix.mapRect(rect).toRect()); d->updateClipScissorTest(); return; } } #endif const QRect pathRect = state()->matrix.mapRect(path.controlPointRect()).toAlignedRect(); switch (op) { case Qt::NoClip: if (d->useSystemClip) { state()->clipTestEnabled = true; state()->currentClip = 1; } else { state()->clipTestEnabled = false; } state()->rectangleClip = QRect(0, 0, d->width, d->height); state()->canRestoreClip = false; d->updateClipScissorTest(); break; case Qt::IntersectClip: state()->rectangleClip = state()->rectangleClip.intersected(pathRect); d->updateClipScissorTest(); d->resetClipIfNeeded(); ++d->maxClip; d->writeClip(path, d->maxClip); state()->currentClip = d->maxClip; state()->clipTestEnabled = true; break; case Qt::UniteClip: { d->resetClipIfNeeded(); ++d->maxClip; if (state()->rectangleClip.isValid()) { QPainterPath path; path.addRect(state()->rectangleClip); // flush the existing clip rectangle to the depth buffer d->writeClip(qtVectorPathForPath(state()->matrix.inverted().map(path)), d->maxClip); } state()->clipTestEnabled = false; #ifndef QT_GL_NO_SCISSOR_TEST QRect oldRectangleClip = state()->rectangleClip; state()->rectangleClip = state()->rectangleClip.united(pathRect); d->updateClipScissorTest(); QRegion extendRegion = QRegion(state()->rectangleClip) - oldRectangleClip; if (!extendRegion.isEmpty()) { QPainterPath extendPath; extendPath.addRegion(extendRegion); // first clear the depth buffer in the extended region d->writeClip(qtVectorPathForPath(state()->matrix.inverted().map(extendPath)), 0); } #endif // now write the clip path d->writeClip(path, d->maxClip); state()->canRestoreClip = false; state()->currentClip = d->maxClip; state()->clipTestEnabled = true; break; } default: break; } } void QGL2PaintEngineExPrivate::regenerateClip() { systemStateChanged(); replayClipOperations(); } void QGL2PaintEngineExPrivate::systemStateChanged() { Q_Q(QGL2PaintEngineEx); q->state()->clipChanged = true; if (systemClip.isEmpty()) { useSystemClip = false; } else { if (q->paintDevice()->devType() == QInternal::Widget && currentClipWidget) { QWidgetPrivate *widgetPrivate = qt_widget_private(currentClipWidget->window()); useSystemClip = widgetPrivate->extra && widgetPrivate->extra->inRenderWithPainter; } else { useSystemClip = true; } } q->state()->clipTestEnabled = false; q->state()->needsClipBufferClear = true; q->state()->currentClip = 1; maxClip = 1; q->state()->rectangleClip = useSystemClip ? systemClip.boundingRect() : QRect(0, 0, width, height); updateClipScissorTest(); if (systemClip.rectCount() == 1) { if (systemClip.boundingRect() == QRect(0, 0, width, height)) useSystemClip = false; #ifndef QT_GL_NO_SCISSOR_TEST // scissoring takes care of the system clip return; #endif } if (useSystemClip) { clearClip(0); QPainterPath path; path.addRegion(systemClip); q->state()->currentClip = 0; writeClip(qtVectorPathForPath(q->state()->matrix.inverted().map(path)), 1); q->state()->currentClip = 1; q->state()->clipTestEnabled = true; } } void QGL2PaintEngineEx::setState(QPainterState *new_state) { // qDebug("QGL2PaintEngineEx::setState()"); Q_D(QGL2PaintEngineEx); QOpenGL2PaintEngineState *s = static_cast(new_state); QOpenGL2PaintEngineState *old_state = state(); QPaintEngineEx::setState(s); if (s->isNew) { // Newly created state object. The call to setState() // will either be followed by a call to begin(), or we are // setting the state as part of a save(). s->isNew = false; return; } // Setting the state as part of a restore(). if (old_state == s || old_state->renderHintsChanged) renderHintsChanged(); if (old_state == s || old_state->matrixChanged) d->matrixDirty = true; if (old_state == s || old_state->compositionModeChanged) d->compositionModeDirty = true; if (old_state == s || old_state->opacityChanged) d->opacityUniformDirty = true; if (old_state == s || old_state->clipChanged) { if (old_state && old_state != s && old_state->canRestoreClip) { d->updateClipScissorTest(); glDepthFunc(GL_LEQUAL); } else { d->regenerateClip(); } } } QPainterState *QGL2PaintEngineEx::createState(QPainterState *orig) const { if (orig) const_cast(this)->ensureActive(); QOpenGL2PaintEngineState *s; if (!orig) s = new QOpenGL2PaintEngineState(); else s = new QOpenGL2PaintEngineState(*static_cast(orig)); s->matrixChanged = false; s->compositionModeChanged = false; s->opacityChanged = false; s->renderHintsChanged = false; s->clipChanged = false; return s; } QOpenGL2PaintEngineState::QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other) : QPainterState(other) { isNew = true; needsClipBufferClear = other.needsClipBufferClear; clipTestEnabled = other.clipTestEnabled; currentClip = other.currentClip; canRestoreClip = other.canRestoreClip; rectangleClip = other.rectangleClip; } QOpenGL2PaintEngineState::QOpenGL2PaintEngineState() { isNew = true; needsClipBufferClear = true; clipTestEnabled = false; canRestoreClip = true; } QOpenGL2PaintEngineState::~QOpenGL2PaintEngineState() { } QT_END_NAMESPACE